Assassin selects a target within 750 range and spends 15 seconds (without moving) preparing the assassination attempt. The attempt fails (but the recast timer is not reset) if the assassin takes any action during those 15 seconds, or if the target moves more then 750 units away from the user. Once prepared, the next attack on that target by the assassin will not break stealth. 600 second recast timer.

Each class has access to at least one armor type. The different armors perform differently in terms of protection and defense from enemy damage. Some classes have access to many different types of armor. For specifics, please see the Class Documentation.

Available only to the Berserker class. This ability transforms the player into a Vendo beast and makes each hit that lands a critical hit, at the expense of any defensive abilities. It can be used once every seven minutes.

A melee damage enhancement in which the Shadowblade’s damage is Crush for the duration of the spell, regardless of which weapon he or she has equipped. 30 second duration, instant cast, 5 minute recast.

Upon reaching level 35, this ability is granted to Infiltrators, Nightshades, and Shadowblades, to combat horse riders from enemy realms. The ability is a rune trap which is scribed on the ground, that dismounts enemy players who ride over the rune on their horses. Upon being forcefully dismounted, the enemy player is snared for a brief period of time. The ability has a refresh timer of 10 minutes and has a small Area Effect radius.

Available to the archer classes. This ability will make the archer undetectable to the Mastery of Stealth Realm Ability for a period of time. Drawing a weapon or engaging in combat will cancel the effect and cause the player to be visible. This does not modify stealth skill.

Climbing points are available on keeps in certain locations. Having the Climbing ability means that player is capable of using the climb points to reach the inner courtyard of the keep. Climbing is given at 25 specialization in Stealth.

Endurance is drained in return for a significantly increased blocking rate. Engage can only be used at range, or while closing to attack. Once you attack, it is disabled. Given upon specialization in shield at level seven.

An ability which gives the player an automatic hit on the enemy. It may only be used every 2 minutes. Flurry's damage is dependant on Dual Wield or Celtic Dual Wield specialization. Flurry is an RvR-only ability.

Assigning oneself to protect another player and block incoming enemy blows on the protected player. This is given upon specializing in Shield. Guard I at specialization 5, Guard II at specialization 10, Guard III at specialization 15.

Provides a player with the ability to "take one for the team." This skill lets the player choose one person to Intercept and takes the damage, without armor considerations, that would have hit the protected player. Target must be within melee range.

Base ability available to all level 5 cloth-wearing casters who do not specialize in weapons. This allows them to cast a single spell with a quickened casting time, but costs twice the power. It cannot be interrupted by melee or spells. The only exception to this is the Necromancer form of Quickcast (Facilitate Painworking). It allows the Necromancer's summoned undead pet to have six seconds of uninterrupted casting time.

Assassin takes 10 seconds to disappear in the shadows. Once in the shadows the SB will automatically teleport to and perf any enemy they choose within 1000 radius. Can not be used to enter a locked keep or tower. 600 second recast timer.

Hero-only ability, that transforms a player into a stag-headed Huntsman. This lasts 30 seconds, and gives the player a burst in hitpoints. May be used once every 30 minutes. Initiate = 20% bonus to hitpoints. Member =30%, Leader = 40%, Master = 50%

This is a base ability available to all players at level one. Sprint provides players with a means of quick getaway from dangerous situations. Players can sprint as long as they have endurance. Endurance is drained as the player is in "sprint mode."

Available to rogue-like classes. Stealth hides players from enemies. Realm-mates will see stealthed players as "ghost-like' characters. Stealth must be trained up in order to gain any extra steal thing abilities. The higher the training, the less chance of being detected by the enemy.

Weapons deal different types of damage depending on the type of weapon used. For example, Axes deal "slash" damage while Staves deal "crushing" damage. All classes have access to use at least one weapon type. To gain weapon styles, one must be capable of training in these weapons. Example: Casters do not have the ability to train in Staves; They can equip and use them, but they do not get Staff styles.